class TFNKFire extends TFProjectileFire;

function projectile SpawnProjectile(Vector Start, Rotator Dir)
{
    local projectile p;

    if(instigator!=none && instigator.PlayerReplicationInfo.Team.TeamIndex==0)
        p=Spawn(class'Taskforces.TFNKGrenade',,, Start, Dir);
    else p=Spawn(class'Taskforces.TFNKGrenadeB',,, Start, Dir);

    p.Damage *= DamageAtten;
    return p;
}

defaultproperties
{
     ProjSpawnOffset=(Y=7.500000,Z=1.500000)
     bWaitForRelease=True
     TransientSoundVolume=0.800000
     FireSound=Sound'TFMedia.Nuke.TFNKfire'
     FireForce="ballgun_launch"
     AmmoClass=Class'taskforces.TFNKAmmo'
     AmmoPerFire=1
     ShakeRotTime=2.000000
     ShakeOffsetMag=(X=-100.000000,Z=-20.000000)
     ShakeOffsetRate=(X=-1000.000000)
     ShakeOffsetTime=3.000000
     ProjectileClass=Class'taskforces.TFNKGrenade'
     FlashEmitterClass=Class'taskforces.TFNKMuzExp'
     Spread=500.000000
     SpreadStyle=SS_Random
}
